update : add map model + octree algo

This commit is contained in:
2026-04-17 11:36:03 +02:00
parent ed7681a293
commit 20fbaf05e1
10 changed files with 319 additions and 68 deletions
+13
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@@ -0,0 +1,13 @@
import { useSyncExternalStore } from "react";
import type { SceneMode } from "@/types/debug";
import { Debug } from "@/utils/debug/Debug";
export function useSceneMode(): SceneMode {
const debug = Debug.getInstance();
return useSyncExternalStore(
(listener) => debug.subscribe(listener),
() => debug.getSceneMode(),
() => debug.getSceneMode(),
);
}
+1
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@@ -1 +1,2 @@
export type CameraMode = "player" | "debug";
export type SceneMode = "game" | "physics";
+33
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@@ -0,0 +1,33 @@
declare module "three/addons/math/Capsule.js" {
import { Vector3 } from "three";
export class Capsule {
start: Vector3;
end: Vector3;
radius: number;
constructor(start?: Vector3, end?: Vector3, radius?: number);
set(start: Vector3, end: Vector3, radius: number): this;
clone(): Capsule;
copy(capsule: Capsule): this;
getCenter(target: Vector3): Vector3;
translate(v: Vector3): this;
}
}
declare module "three/addons/math/Octree.js" {
import { Object3D } from "three";
import { Capsule } from "three/addons/math/Capsule.js";
export interface CapsuleIntersectResult {
normal: import("three").Vector3;
depth: number;
}
export class Octree {
constructor();
fromGraphNode(group: Object3D): this;
capsuleIntersect(capsule: Capsule): CapsuleIntersectResult | false;
}
}
+15 -1
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@@ -1,5 +1,5 @@
import GUI from "lil-gui";
import type { CameraMode } from "@/types/debug";
import type { CameraMode, SceneMode } from "@/types/debug";
export class Debug {
private static instance: Debug | null = null;
@@ -12,9 +12,11 @@ export class Debug {
private readonly controls: {
cameraMode: CameraMode;
showInteractionSpheres: boolean;
sceneMode: SceneMode;
} = {
cameraMode: "player",
showInteractionSpheres: false,
sceneMode: "game",
};
static getInstance(): Debug {
@@ -42,6 +44,14 @@ export class Debug {
this.emit();
});
folder
.add(this.controls, "sceneMode", { Game: "game", Physics: "physics" })
.name("Scene")
.onChange((value: SceneMode) => {
this.controls.sceneMode = value;
this.emit();
});
folder
.add(this.controls, "showInteractionSpheres")
.name("Interaction Spheres")
@@ -86,6 +96,10 @@ export class Debug {
return this.controls.cameraMode;
}
getSceneMode(): SceneMode {
return this.controls.sceneMode;
}
getShowInteractionSpheres(): boolean {
return this.controls.showInteractionSpheres;
}
+64
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@@ -0,0 +1,64 @@
import { useEffect, useRef } from "react";
import { useThree } from "@react-three/fiber";
import { useGLTF } from "@react-three/drei";
import * as THREE from "three";
import { Octree } from "three/addons/math/Octree.js";
import { Debug } from "@/utils/debug/Debug";
const MAP_PATH = "/models/map/model.gltf";
interface MapProps {
onOctreeReady: (octree: Octree) => void;
}
export function Map({ onOctreeReady }: MapProps): React.JSX.Element {
const { scene: gltfScene } = useGLTF(MAP_PATH);
const groupRef = useRef<THREE.Group>(null);
const octreeBuilt = useRef(false);
const boxHelpersRef = useRef<THREE.BoxHelper[]>([]);
const { scene } = useThree();
useEffect(() => {
if (octreeBuilt.current || !groupRef.current) return;
octreeBuilt.current = true;
groupRef.current.updateMatrixWorld(true);
const octree = new Octree();
octree.fromGraphNode(groupRef.current);
onOctreeReady(octree);
}, [onOctreeReady]);
// BoxHelper wireframes in debug mode — one per mesh in the model
useEffect(() => {
const debug = Debug.getInstance();
if (!debug.active || !groupRef.current) return;
const helpers: THREE.BoxHelper[] = [];
groupRef.current.traverse((child) => {
if (!(child instanceof THREE.Mesh)) return;
const helper = new THREE.BoxHelper(child, 0x00ff88);
scene.add(helper);
helpers.push(helper);
});
boxHelpersRef.current = helpers;
return () => {
helpers.forEach((h) => {
scene.remove(h);
h.dispose();
});
boxHelpersRef.current = [];
};
}, [scene]);
return (
<group ref={groupRef}>
<primitive object={gltfScene} />
</group>
);
}
useGLTF.preload(MAP_PATH);
+21 -11
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@@ -1,15 +1,20 @@
import { Physics, RigidBody, CuboidCollider } from "@react-three/rapier";
import { useState, useCallback } from "react";
import type { Octree } from "three/addons/math/Octree.js";
import { useCameraMode } from "@/hooks/debug/useCameraMode";
import { useSceneMode } from "@/hooks/debug/useSceneMode";
import { DebugCameraControls } from "@/utils/debug/scene/DebugCameraControls";
import { DebugHelpers } from "@/utils/debug/scene/DebugHelpers";
import { Environment } from "@/world/Environment";
import { Lighting } from "@/world/Lighting";
import { GrabCube } from "@/world/objects/GrabCube";
import { TriggerSphere } from "@/world/objects/TriggerSphere";
import { Map } from "@/world/Map";
import { PlayerComponent } from "@/world/player/PlayerComponent";
import { TestScene } from "@/world/debug/TestScene";
export function World(): React.JSX.Element {
const cameraMode = useCameraMode();
const sceneMode = useSceneMode();
const [octree, setOctree] = useState<Octree | null>(null);
const onOctreeReady = useCallback((o: Octree) => setOctree(o), []);
return (
<>
@@ -17,14 +22,19 @@ export function World(): React.JSX.Element {
<Lighting />
<DebugHelpers />
{cameraMode === "debug" ? <DebugCameraControls /> : null}
<Physics>
<RigidBody type="fixed">
<CuboidCollider args={[50, 0.1, 50]} position={[0, -0.1, 0]} />
</RigidBody>
<GrabCube />
<TriggerSphere />
{cameraMode === "debug" ? null : <PlayerComponent />}
</Physics>
{sceneMode === "game" ? (
<Map onOctreeReady={onOctreeReady} />
) : (
<TestScene onOctreeReady={onOctreeReady} />
)}
{cameraMode !== "debug" ? (
<PlayerComponent
octree={octree}
spawnY={sceneMode === "game" ? 100 : 3}
/>
) : null}
</>
);
}
+49
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@@ -0,0 +1,49 @@
import { useEffect, useRef } from "react";
import { Physics, RigidBody, CuboidCollider } from "@react-three/rapier";
import * as THREE from "three";
import { Octree } from "three/addons/math/Octree.js";
import { GrabCube } from "@/world/objects/GrabCube";
import { TriggerSphere } from "@/world/objects/TriggerSphere";
interface TestSceneProps {
onOctreeReady: (octree: Octree) => void;
}
export function TestScene({
onOctreeReady,
}: TestSceneProps): React.JSX.Element {
const floorRef = useRef<THREE.Group>(null);
const octreeBuilt = useRef(false);
useEffect(() => {
if (octreeBuilt.current || !floorRef.current) return;
octreeBuilt.current = true;
floorRef.current.updateMatrixWorld(true);
const octree = new Octree();
octree.fromGraphNode(floorRef.current);
onOctreeReady(octree);
}, [onOctreeReady]);
return (
<>
{/* Invisible floor mesh for Octree player collision */}
<group ref={floorRef}>
<mesh visible={false} position={[0, -0.5, 0]}>
<boxGeometry args={[200, 1, 200]} />
<meshBasicMaterial />
</mesh>
</group>
{/* Rapier physics for interactable objects */}
<Physics>
<RigidBody type="fixed">
<CuboidCollider args={[100, 0.5, 100]} position={[0, -0.5, 0]} />
</RigidBody>
<GrabCube />
<TriggerSphere />
</Physics>
</>
);
}
+1
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@@ -2,6 +2,7 @@ import { useEffect } from "react";
import { PointerLockControls } from "@react-three/drei";
export const PLAYER_EYE_HEIGHT = 1.75;
export const PLAYER_CAPSULE_RADIUS = 0.35;
export function PlayerCamera(): React.JSX.Element {
useEffect(() => {
+14 -5
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@@ -1,19 +1,28 @@
import { useEffect } from "react";
import { useThree } from "@react-three/fiber";
import { PlayerCamera, PLAYER_EYE_HEIGHT } from "@/world/player/PlayerCamera";
import type { Octree } from "three/addons/math/Octree.js";
import { PlayerCamera } from "@/world/player/PlayerCamera";
import { PlayerController } from "@/world/player/PlayerController";
export function PlayerComponent(): React.JSX.Element {
interface PlayerComponentProps {
octree?: Octree | null;
spawnY?: number;
}
export function PlayerComponent({
octree = null,
spawnY = 100,
}: PlayerComponentProps): React.JSX.Element {
const camera = useThree((state) => state.camera);
useEffect(() => {
camera.position.set(0, PLAYER_EYE_HEIGHT, 0);
}, [camera]);
camera.position.set(0, spawnY, 0);
}, [camera, spawnY]);
return (
<>
<PlayerCamera />
<PlayerController />
<PlayerController octree={octree} />
</>
);
}
+108 -51
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@@ -1,13 +1,18 @@
import { useEffect, useRef } from "react";
import { useFrame, useThree } from "@react-three/fiber";
import * as THREE from "three";
import { Capsule } from "three/addons/math/Capsule.js";
import type { Octree } from "three/addons/math/Octree.js";
import { InteractionManager } from "@/stateManager/InteractionManager";
import { PLAYER_EYE_HEIGHT } from "@/world/player/PlayerCamera";
import {
PLAYER_EYE_HEIGHT,
PLAYER_CAPSULE_RADIUS,
} from "@/world/player/PlayerCamera";
const MOVE_SPEED = 5;
const GRAVITY = -20;
const JUMP_VELOCITY = 7;
const FLOOR_Y = 0;
const WALK_SPEED = 11;
const AIR_CONTROL = 0.35;
const JUMP_SPEED = 9;
const GRAVITY = 30;
type Keys = {
forward: boolean;
@@ -25,15 +30,43 @@ const DEFAULT_KEYS: Keys = {
jump: false,
};
export function PlayerController(): null {
interface PlayerControllerProps {
octree: Octree | null;
}
const _forward = new THREE.Vector3();
const _right = new THREE.Vector3();
const _wishDir = new THREE.Vector3();
const _up = new THREE.Vector3(0, 1, 0);
const _translateVec = new THREE.Vector3();
export function PlayerController({ octree }: PlayerControllerProps): null {
const camera = useThree((state) => state.camera);
const keys = useRef<Keys>({ ...DEFAULT_KEYS });
const velocityY = useRef(0);
const isGrounded = useRef(false);
const forward = useRef(new THREE.Vector3());
const right = useRef(new THREE.Vector3());
const movement = useRef(new THREE.Vector3());
const up = useRef(new THREE.Vector3(0, 1, 0));
const velocity = useRef(new THREE.Vector3());
const onFloor = useRef(false);
const wantsJump = useRef(false);
// Capsule: start = feet, end = eyes
const capsule = useRef(
new Capsule(
new THREE.Vector3(0, PLAYER_CAPSULE_RADIUS, 0),
new THREE.Vector3(0, PLAYER_EYE_HEIGHT - PLAYER_CAPSULE_RADIUS, 0),
PLAYER_CAPSULE_RADIUS,
),
);
// Sync capsule to camera spawn position on mount
useEffect(() => {
const spawnY = camera.position.y;
capsule.current.start.set(
0,
spawnY - PLAYER_EYE_HEIGHT + PLAYER_CAPSULE_RADIUS,
0,
);
capsule.current.end.set(0, spawnY, 0);
// eslint-disable-next-line react-hooks/exhaustive-deps
}, []);
useEffect(() => {
const interaction = InteractionManager.getInstance();
@@ -53,7 +86,7 @@ export function PlayerController(): null {
keys.current.right = true;
break;
case " ":
keys.current.jump = true;
wantsJump.current = true;
break;
case "e":
if (interaction.getState().focused?.kind === "trigger") {
@@ -63,7 +96,6 @@ export function PlayerController(): null {
default:
return;
}
event.preventDefault();
};
@@ -89,13 +121,11 @@ export function PlayerController(): null {
default:
return;
}
event.preventDefault();
};
const handleMouseDown = (event: MouseEvent): void => {
if (event.button !== 0) return;
if (interaction.getState().focused?.kind === "grab") {
interaction.pressInteract();
}
@@ -103,7 +133,6 @@ export function PlayerController(): null {
const handleMouseUp = (event: MouseEvent): void => {
if (event.button !== 0) return;
if (interaction.getState().holding) {
interaction.releaseInteract();
}
@@ -124,47 +153,75 @@ export function PlayerController(): null {
}, []);
useFrame((_, delta) => {
const currentForward = forward.current;
const currentRight = right.current;
const currentMovement = movement.current;
// Clamp delta so physics don't explode on tab focus regain
const dt = Math.min(delta, 0.05);
camera.getWorldDirection(currentForward);
currentForward.setY(0);
if (currentForward.lengthSq() > 0) {
currentForward.normalize();
currentRight.crossVectors(currentForward, up.current).normalize();
// Compute wish direction from camera yaw (XZ only)
camera.getWorldDirection(_forward);
_forward.setY(0);
if (_forward.lengthSq() > 0) {
_forward.normalize();
_right.crossVectors(_forward, _up).normalize();
}
currentMovement.set(0, 0, 0);
_wishDir.set(0, 0, 0);
if (keys.current.forward) _wishDir.add(_forward);
if (keys.current.backward) _wishDir.sub(_forward);
if (keys.current.left) _wishDir.sub(_right);
if (keys.current.right) _wishDir.add(_right);
if (_wishDir.lengthSq() > 0) _wishDir.normalize();
if (keys.current.forward) currentMovement.add(currentForward);
if (keys.current.backward) currentMovement.sub(currentForward);
if (keys.current.left) currentMovement.sub(currentRight);
if (keys.current.right) currentMovement.add(currentRight);
// Accelerate horizontally
const accel = onFloor.current ? WALK_SPEED : WALK_SPEED * AIR_CONTROL;
velocity.current.x += _wishDir.x * accel * dt * 9;
velocity.current.z += _wishDir.z * accel * dt * 9;
if (currentMovement.lengthSq() > 0) {
currentMovement.normalize().multiplyScalar(MOVE_SPEED * delta);
camera.position.add(currentMovement);
// Exponential damping on XZ
const damping = Math.exp(-8 * dt);
velocity.current.x *= damping;
velocity.current.z *= damping;
// Gravity + jump
if (onFloor.current) {
velocity.current.y = Math.max(0, velocity.current.y);
if (wantsJump.current) {
velocity.current.y = JUMP_SPEED;
onFloor.current = false;
}
} else {
velocity.current.y -= GRAVITY * dt;
}
wantsJump.current = false;
// Move capsule
_translateVec.copy(velocity.current).multiplyScalar(dt);
capsule.current.translate(_translateVec);
// Resolve collisions against octree
if (octree) {
const result = octree.capsuleIntersect(capsule.current);
onFloor.current = false;
if (result) {
onFloor.current = result.normal.y > 0;
if (!onFloor.current) {
// Cancel velocity component going into the wall
const vn = result.normal.dot(velocity.current);
velocity.current.addScaledVector(result.normal, -vn);
} else {
velocity.current.y = Math.max(0, velocity.current.y);
}
// Push capsule out of geometry
capsule.current.translate(
result.normal.clone().multiplyScalar(result.depth),
);
}
}
const groundY = FLOOR_Y + PLAYER_EYE_HEIGHT;
isGrounded.current = camera.position.y <= groundY + 0.01;
if (keys.current.jump && isGrounded.current) {
velocityY.current = JUMP_VELOCITY;
keys.current.jump = false;
}
if (!isGrounded.current) {
velocityY.current += GRAVITY * delta;
} else if (velocityY.current < 0) {
velocityY.current = 0;
}
camera.position.setY(
Math.max(groundY, camera.position.y + velocityY.current * delta),
);
// Sync camera to capsule top (eye position)
camera.position.copy(capsule.current.end);
});
return null;